TODO List - Seperate texture coordinate generation from rasterization - Compute LMs for all LOD versions - Fix spotlights - Indiviual texel size for each GLM - Improve dialog, i.e. separate output for errors, stop calculation - Migrate raster table to polybump version - Selective recomputation should recompute regions that were obscured by moved geometry = rebuild changes with Ivo cullingcode - Generate triangle strips (quad = 4 vertices, not 6) - Optimize lightpatches (not always 4x4) - subsampling not only for shadows later: - Merge faces that span across multiple GLMs - Shadows from transparent textures / alpha textures - Monte Carlo ray tracing for Radiosity done: - Replace 'sub-sampling' setting with more descriptive variant - Obtain tangent space from Leaf Buffer, remove replicated material sorting